While I am still polishing up the rules for the campaign -- here so long a look at some of the counters to be used in the campaign.
Hoping to have this system standardised and to be able to use it for various settings/theatres.
There are two types of units:
1. Company (various types of infantry) - larger counters
2. Platoons (tanks, Stugs, light armour, guns, mortars and any other platoon-sized detachments that might appear in the campaign)
Vehicles counters have the number of vehicles listed next to the NATO symbol and losses are tracked on the counter and that number adjusted (all counters are editable in the Photoshop file through which I run the campaign)
Company/infantry counters have 3 pips under their NATO symbol that indicates the number of intact combat/rifle platoons this unit has.
(PzGrenadier counters also have a white pip that indicates they have a set of medium mortars attached)
After each battle, I will go through each platoon and assess losses -- if a platoon has +50% losses, it's pip is eliminated.
(Coy HQ's and vehicle crews of trucks and infantry carrier halftracks are ignored -- gun and fire support halftracks will appear as their own vehicle platoon counters)
There is full Fog Of War -- so most of the time, the respective Allied or Axis CO's will only see the the enemy FOW markers on the strategic map, indicating what type of units are present in an adjacent zone (if that) -- no strength details will be given as those will only become apparent once battle is joined (especially since this campaign will be fought in two days and one night of fog and bad weather)
So for example, you might have an enemy Armoured PzGren FOW marker with an enemy StuG FOW marker in the next zone from the one held by your units.
That'll indicate that halftrack-borne infantry has been spotted and tanks are present -- exact numbers and strengths unknown (you can assume approx company strength for the enemy infantry unit -- but how strong exactly is never clear until combat ensues.
As movement and attack orders for both sides will be played out simultaneously by me, you might have ME encounter battles were neither side has any clue of enemy strength -- so battles will have to be fought with flexibility in mind.
Bluff can also play a part -- if a small defending unit manages an ambush and give the enemy a bloody nose -- they might think your units are stronger than they appear and withdraw and await reinforcements.
There is a stacking limit of ONE company and 3 support platoons per zone -- this is to reflect the cramped nature of the battlefield with especially muddy road and ground conditions limiting off-road movement and deployment.
Movement and attack is from zone to zone along roads (solid connecting lines) -- during DAY 1 (when it's very muddy and foggy) foot infantry can advance along dotted lines (no vehicles at all)
At some point by nightfall of Day 1, it snows and the ground freezes, and tracked vehicles are allowed to move and attack in direction of the white connecting lines as well.
OBJECTIVES:
AMERICANS: fight a desperate two-day delaying action to keep Germans from surrounding Bastogne and allow defences there to be stabilised.
GERMANS: advance as quickly and hit as hard as possible to capture St. Clervaux, Oorhangen Crossroads and open the road to Bastogne.
There will be a random chit pull system of units arriving on both sides... so the battle escalates as units on both sides arrive piecemeal one side tries to patch up the holes while the other tries to probe for weaknesses...